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Also create separate .json reports for each dispatch (currently doing one report per benchmark).
Add full JSON format to README.
Verify that validators are up to date with Unity code.
Also consider BSON, MessagePack.
Consider storing one JSON object per line and streaming the report file lazily.
Get rid of Unity's JSON and serialize reports as "normal" JSON.
See if v8 is using hidden classes. See %GetOptimizationStatus(), %HasFastProperties(), %HaveSameMap(), node flag --allow-natives-syntax.
The text was updated successfully, but these errors were encountered:
Unity includes Json.NET by default, just use Newtonsoft.Json.JsonConvert. Unlike UnityEngine.JsonUtility, Json.Net properly serializes nested objects and does not require [Serializable] attribute.
Current JSON format is inefficient for both on-disk and in-memory storage. Change how frame/variance data is stored.
Current format:
New format:
Also create separate .json reports for each dispatch (currently doing one report per benchmark).
Add full JSON format to README.
Verify that validators are up to date with Unity code.
Also consider BSON, MessagePack.
Consider storing one JSON object per line and streaming the report file lazily.
Get rid of Unity's JSON and serialize reports as "normal" JSON.
See if v8 is using hidden classes. See
%GetOptimizationStatus()
,%HasFastProperties()
,%HaveSameMap()
, node flag--allow-natives-syntax
.The text was updated successfully, but these errors were encountered: